This has been the case since Vanilla and its what you accept by playing a pvp realm, the excitement of facing off against people you bump into and the constant possibility of being one-shot by someone way above your level.

This has been the case since Vanilla and its what you accept by playing a pvp realm, the excitement of facing off against people you bump into and the constant possibility of being one-shot by someone way above your level.

The problem is a lvl 55 had a chance of surviving and escaping against a lvl 60, and maybe even defeating that lvl 60 with a friend or two of the same level. The margin between cap and questing level has become too wide.

I dont tihnk its a critical issue in WoW but should be addressed nevertheless.

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Originally Posted by Ciddy

I don't know how possible it would be to implement, but I actually kind of like this idea.

They're already working with scaling down gear and levels when its comes to dungeons and raids. I imagine it still wouldnt be very easy to implement this into levelling zones but certainly not impossible in my opinion. I think a solution like that would have alot going for it.

Once WoD comes, there will be a long period of healthy open world PvP while players level.

World PvP is mostly dead due to exponential gear growth and long late expansion tiers - causing there to be many "maxed" characters with little to do.
There seems to be more patience to spend hours griefing lowbies, than to withstand one wipe in a boss.

That being said, Blizzard should do something about encouraging players to engage challenging players - even if they lose.

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Originally Posted by Fincher

I think low level players, and Questgiver NPCs need protection from being killed by high level players REPEATEDLY.

The savege ruthless freedom on PvP Servers is neat overall when everyone and -thing is free game but they shouldn't be killable over and over again.

I mean the enjoyment of griefers who kill a lowbee for 5th time can't possibly outweigh´the unfun of said killed player that embodies if they have to wait´for several minutes to respawn and can do nothing about it.

The problem is a lvl 55 had a chance of surviving and escaping against a lvl 60, and maybe even defeating that lvl 60 with a friend or two of the same level. The margin between cap and questing level has become too wide.

I dont tihnk its a critical issue in WoW but should be addressed nevertheless.

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They're already working with scaling down gear and levels when its comes to dungeons and raids. I imagine it still wouldnt be very easy to implement this into levelling zones but certainly not impossible in my opinion. I think a solution like that would have alot going for it.

While I agree the margin is wide, I feel a bigger issue is ease of access, the fact that from 89-90 you go from quest greens to full Timeless gear in an instant is quite absurd

I do sometimes gank lowbies in hellfire. Camp them till tey log. Pretty much only time this happens is when i get camped on my alt, so its a cycle of revenge for me. Or if im there on my main mining or herbing, ill gank lowbies if they are on "my" node.

I dont moan about getting ganked, its part of the pvp server as old as that statment might be.

While I agree the margin is wide, I feel a bigger issue is ease of access, the fact that from 89-90 you go from quest greens to full Timeless gear in an instant is quite absurd

I disagree with that.

Your so called "ease of access", actually helps ALLEVIATE ganking.
We're so late into SoO that there are a lot of max geared players, and usually those are the ones that gank with impunity.
How many green geared lv90s do you think is necessary to beat a max geared level 90?
Take away Timeless Isle gear and you'd see 5 green geared lv90s getting corpse camped by a single max geared level 90.

Last edited by Nurvus; 2014-05-11 at 06:25 PM.

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